Siege of Orgrimmar: Flex Downfall Open 10/15, New Bosses and Loot

The fourth wing of Siege of Orgrimmar Flex, "Downfall," opened October 15th on US servers. This overview covers Downfall's Flex loot, Garrosh Heirlooms, vanity items, titles, Dungeon Journal, and more!

Flex mode does not require players to have a certain item level to zone in, but it does require you to queue with a premade group. You can have anywhere between 10 and 25 players. If you want to bulk up your gear in preparation, check out our gearing guide.

Click the cut to read about the new Siege of Orgrimmar wing open today!

General Information

Flex loot is personal, meaning you have a chance to receive an item that corresponds to your loot specialization. To see what items are open to your loot spec, check out our boss pages and click on your class icon, or browse our loot spec info on item pages or filters.

These three new bosses do not drop catch-up items for the legendary questline--but the eight bosses in Vale of Eternal Sorrows and Gates of Retribution do. To learn more about the legendary questline, check out our updated guide.

These weapons also have models in the style of the Horde PvP weapons from Classic WoW. Normally, you can only transmog these looks if you are Horde and have an RBG rating of 1800 or above. But with these heirloom weapons, you can transmog these looks if you are Alliance or don't PvP.

Vanity Items and Achievements

There are battle pets from this wing, and players can complete some achievements on Flex difficulty and loot weapons with unique designs.

Titles

Players working on Paragons of the Klaxxi have the chance to get temporary titles. Looting a buff from any dead Paragon will give you a specific title, which lasts an hour if you don't die. Certain roles have access to specific buffs and titles.

"Downfall" Dungeon Journal and Boss Preview

Blizzard

Helix Blackfuse was the only goblin with the combination of engineering prowess, professionalism, and ruthlessness to satisfy Garrosh in his search for the engineer of the True Horde. A mercenary at heart, Blackfuse's love for his creations (and the gold they fetch) has forever linked his fate with that of his patron and Warchief.

Ion Hazzikostas- Alongside the hardened infantry who are preparing for war in Garrosh’s underground barracks, Garrosh’s army would need mighty siege engines. The foundation for the concept of this fight lies in the U-shaped conveyor belt that encircles the chamber, allowing players to jump up into the workings of the assembly line and disrupt the manufacturing process. Observant players may recognize the components being assembled as the various parts of the Iron Juggernaut that they defeated earlier, with an extra heaping dose of bombs—because if you’re a goblin, there’s no such thing as too many bombs.

Automatic Repair Beam
– Siegecrafter Blackfuse's suit is fitted with an Automatic Repair Beam, which will detect any damaged Automated Shredders within 35 yards, and heal them for 5% of their maximum health every 3 sec.

Overcharge
– When activated weapons arrive on the assembly line, Siegecrafter Blackfuse will Overcharge one of them, increasing its power and effectiveness.

Energized Defensive Matrix
– If three weapons make it through the Assembly Line and into Blackfuse's assembly machine, the machine will become overcharged and use the excess energy to power the defensive systems on Blackfuse's suit, granting him 90% reduced damage for 20 sec.

Reactive Armor
– Automated Shredders have been retrofitted with Reactive Armor, reducing damage taken by 80%.Automated Shredders can also be damaged by Serrated Slash, Shockwave Missile, Detonate! and Superheated.

Death from Above
– The Automated Shredder propels itself into the air and then slams back into the ground, dealing 439375 to 510625 damage to players within 15 yards of the point of impact.After landing, the Shredder is stunned and takes 200% additional damage for 5 sec.

Overload
– The Automated Shredder will periodically cast Overload, dealing 200000 damage to raid members not currently on the conveyor belt, and increasing its damage dealt by 30%.

Periodically, Siegecrafter Blackfuse will initiate fabrication of a set of weapons on the assembly line in his workshop.Disassembled weapons are brought in via conveyor belts along the northwest side of his room. They then pass through an assembly machine on the northeast wall of his room. Finally, they emerge completed on conveyor belts along the southeast wall of his room, where they attack players.Players can use Transport Pipes to reach the conveyor belt along the northwest side of his room, where they can attack and destroy the disassembled weapons. After players destroy a weapon, the remaining weapons become shielded and cannot be damaged.

Transport Pipes

Transport Pipes line the western edge of Siegecrafter Blackfuse's workshop. Players can jump into these pipes to reach the conveyor belt along the northwest side of the workshop.

Pattern Recognition
– After using the transport pipes to reach the conveyor belt, the assembly line recognizes a player's biological signature and will reject further attempts to use them for 1 min.

Matter Purification Beam
– Matter Purification Beams line the platform, inflicting 475000 Fire damage to any players that come into contact with them.

Shockwave Missile Turret

Shockwave Missile
– The Shockwave Missile turret launches a drill-tipped Shockwave Missile into the ground, sending a barrage of drills that ripple out from the impact location and create rings of seismic energy.Each ring of seismic energy inflicts 416250 to 483750 Nature damage to all players caught within it.

Overcharged Missile Turret
– When Overcharged, the Shockwave Missile Turret will fire Shockwave Missiles which persist and continuously barrage the platform with drills and seismic energy until destroyed by players.

Laser Turret

Superheated
– The ground hit by a Laser Turret's beam burns any players or Automated Shredders who step on it, inflicting 34500 Fire damage each second for 7 sec.This effect stacks every second that a player or Automated Shredder remains on Superheated ground, and can stack up to 20 times.

Magnetic Crush
– When activated, the electromagnet will begin to magnetically crush all players on the platform, inflicting 30000 Physical damage each second and pulling them towards the electromagnet.The force of the electromagnet will also pull all sawblades on the platform towards it and off the platform, causing them to damage any players or Automated Shredders in the path of the blades.

Overcharged Electromagnet
– When Overcharged, the Electromagnet will periodically reverse polarities, pushing both players and sawblades in and out from the magnet.

Detonate!
– When a Crawler Mine reaches its target it will self-destruct, inflicting 208125 to 241875 Fire damage to players within 300 yards and knocking them into the air.

Break-in Period
– Crawler mines are vulnerable to roots, snares and stuns for 1 min after joining the battle.

Ready to Go!
– After their Break-in Period expires, Crawler Mines lose their vulnerability to stuns, roots and snares, and their speed increases.

Overcharged Crawler Mines
– When Overcharged, Crawler Mines activate a construction matrix within their machinery. This construction matrix enables them to create two new Crawler Mines when they are destroyed.

Blizzard

The nine surviving Klaxxi'va Paragons are ancient champions of the mantid who fought alongside the Wakener against the madness of Empress Shek'zeer. But the paragons, as do all mantid, hold a far deeper loyalty. When Garrosh unearthed the heart of Y'Shaarj, the paragons followed the whispers of their ancient master to the iron halls beneath Orgrimmar.

Ion Hazzikostas- After mopping up the August Celestials on the Timeless Isle and “freeing” the Fallen Golden Lotus Protectors from their eternal torment, our intrepid heroes soon come upon the Klaxxi Paragons. Go figure. In any case, players who have achieved Exalted with the Klaxxi faction and paid close attention during the tour of their sacred underground chamber probably saw this one coming.

Three Klaxxi Paragons join the fight at the beginning of the encounter. You will only face three Klaxxi Paragons at any time. The order in which Klaxxi Paragons will join the fight changes each week; but remains the same for the duration of the raid week.Any time a Klaxxi Paragon is defeated, any other active Paragons will heal to full and gain Paragon's Purpose. Defeating a Klaxxi Paragon causes the next Klaxxi Paragon to join the fight.You can tell which Klaxxi Paragons will join the fight next by looking for which ones are Ready to Fight.Defeated Klaxxi Paragons can be interacted with, one time, to steal that Paragon's abilities.

Paragon's Purpose
– Whenever a Klaxxi Paragon is defeated, all other active Klaxxi Paragons heal to full and gain a 10% damage bonus.

Ready to Fight
– Klaxxi Paragons with this aura on them will be the next to join the fight. Before the fight begins, three Klaxxi Paragons will have this aura. When the encounter begins all three of these Paragons join the encounter and one other Paragon will gain this aura to indicate that they will join the fight next.Everytime a new Klaxxi Paragon joins the fight, one of the inactive Klaxxi Paragons will gain this aura.

Power of the Paragons

After a Paragon has been defeated, one player may take the fallen Paragon's powers to use as their own. Only one player can take any one Paragon's power, and a player may only take a Paragon's power once during the encounter.Each Paragon's powers can only be acquired by particular class roles.

Exposed Veins
– Kil'ruk the Wind-Reaver's sharp blades expose the blood vessels of his victims, making them more susceptible to the attacks of Xaril the Poisoned Mind.All damage taken from Xaril the Poisoned Mind is increased 10% for each application of Exposed Veins

Gouge
– Kil'ruk the Wind-Reaver incapacitates his current tank target. This attack is followed immediately by Mutilate.

Mutilate
– Kil'ruk the Wind-Reaver lashes out with both of his weapons for a devastating attack.

Death from Above
– Kil'ruk the Wind-Reaver leaps into the air over a random player and then crashes down. Kil'ruk inflicts Physical damage to all enemies within 5 yards upon landing.

Reave
– Kil'ruk leaps to a random player and begins to spin in place. All players are drawn toward Kil'ruk and suffer Physical damage for 9 sec. The damage each player suffers during Reave is decreased as the player gets away from Kil'ruk.

Reave
– Players of the damage dealer role may acquire this power. Activating this ability causes the caster to leap forward a fixed distance and inflict Physical damage to all enemies within 10 yards of the impact.

If a Hungry Kunchong with a Thick Shell is in the area of impact, the Thick Shell will be disabled.

Toxic Injection
– When Xaril joins the encounter, he randomly injects all players with one of three different toxins: red, blue, or yellow.

Caustic Blood
– Successful melee strikes from Xaril inject a caustic poison into the victim. The injection inflicts 50000 Nature damage per application to the target every second for 12 sec. If the injection is allowed to stack to 10, a Bloody Explosion occurs.Caustic Blood will fail to hit tanks who are using their Active Mitigation abilities.

Tenderizing Strikes
– Xaril's dagger strikes tenderize the flesh of his victim. Any attacks received from Kil'ruk the Wind-Reaver will inflict 10% more damage for each application of Tenderizing Strikes.

Choose Catalyst
– Xaril the Poisoned Mind selects a catalyst at random and strikes all members of the raid with a toxin that matches the color of the catalyst. This catalyst causes all targets' toxins to react according to the type of toxin.

Catalytic Reaction: Red
– When this toxin reacts to a red catalyst it explodes for 390000 to 410000 Fire damage to all players within 10 yards.

Catalytic Reaction: Blue
– When this toxin reacts to a blue catalyst it explodes for 800000 Frost damage divided among all players within 10 yards.

In 10 Player Difficulty, the maximum number of targets that can split the damage is limited to 2.

In 25 Player Difficulty the maximum number of targets that can split the damage is limited to 3.

Catalytic Reaction: Yellow
– When this toxin reacts to a yellow catalyst it creates a cloud of Noxious Vapors for 30 sec. Player caught in the cloud suffer 146250 to 153750 Nature damage per second.

Catalytic Reaction: Orange
– When either a yellow toxin or a red toxin reacts to this catalyst, a ring of Fire explodes outward. Players do not see or need to react to the ring that forms at their own feet; but must avoid those rings that are created by their allies.

Catalytic Reaction: Purple
– When either a blue toxin or red toxin reacts to this catalyst the victim will be forced to run forward, leaving a trail of Canned Heat in their wake for 40 sec. Players stepping into the area suffer 121875 to 128125 Fire damage every second they remain in the area.

Catalytic Reaction: Green
– When either a blue or yellow toxin reacts to this catalyst a small cloud of Eerie Fog will form and wander about randomly. Players who enter the area suffer 121875 to 128125 Nature damage per second for 9 sec. Entering the area Chills victims to the Bone, increasing the damage received from the Eerie Fog by 30% for 1 min.Every time a player enters the area the fog reduces in size. When it has been reduced in size 3 times it will dissipate.

Vast Apothecarial Knowledge
– Players in the healer role may acquire this Paragon Power. When Apothecary: Knowledge is activated, all healing done for the next 10 sec will leave a Volatile Poultice on the target for an amount equal to the healing done. The next time the target is damaged, the Volatile Poultice releases the stored healing on the target.

Hungry Kunchongs
– These Hungry Kunchongs are summoned by Kaz'tik the Manipulator. Whenever one dies Kaz'tik will summon another to take its place.

Devour
– When Kaz'tik the Manipulator Mesmerizes a player, a Hungry kunchong is selected to feed on the victim. While the Kunchong Feeds the victim suffers 100000 Physical damage and the Kunchong gains 7 Energy each second. If the Kunchong suffers 30% of its total health in damage from the time it began to Feed on the victim, the Feeding will stop and the victim will be freed of the Mesmerize.

Devour Whole
– Hungry Kunchongs will instantly kill any player who gets too close. The process energizes the Hungry Kunchong to full.

Thick Shell
– When not in the process of Feeding, Hungry Kunchongs are immune to all damage.The impact of the player ability, Angel of Death, gained from Kil'ruk after he has been defeated will disable a Hungry Kunchong's Thick Shell.

Molt
– A Hungry Kunchong that reaches full energy will Molt. The process transforms the Hungry Kunchong into a Mature Kunchong.

Mature Kunchong
– Mature Kunchongs will ignore normal attempts to control them and attack any players nearby with their newly acquired ability: Swipe.

Swipe
– The Mature Kunchong swings both of its massive pincers, inflicting 600000 Physical damage to all targets in front of it.

Mesmerize
– Kaz'tik selects a random member of the raid and forces them to walk toward one of his Hungry Kunchongs. If the victim is allowed to reach the Kunchong they will be Devoured Whole.

Sonic Projection
– Kaz'tik selects a random member of the raid and fires a sonic wave in their direction. Player caught in the path of the wave suffer 346875 to 403125 Physical damage.

Master of Puppets
– Players of any role may acquire this power. When activated the player summons an Immature Kunchong to fight at their side for 40 sec.

Encase in Amber
– If Korven the Prime or any other active Paragon is below 50% health remaining Korven will Encase them in Amber for 10 sec. If the amber is not defeated within 10 sec the target will be restored to full health.This ability cannot be used more than once every 30 seconds.

The explosion from the Hurl Amber ability acquired from Ka'roz after he has been defeated will destroy the amber summoned by this ability.

In Heroic Difficulties the Amber summoned by this ability is immune to all player abilities.

Shield Bash
– Korven the Prime slams his shield into his primary tank target, knocking them down and stunning them for 6 sec. The victim is defenseless for the duration.Immediately after using Shield Bash, Korven the Prime unleashes a Vicious Assault.

Vicious Assault
– Korven the Prime follows up his Shield Bash with 6 different strikes at all targets in front of him. The first strike causes the victim to suffer 200000 Physical damage every 3 seconds. Each successive strike inflicts greater and greater Physical damage.

Master of Amber
– A player of the tank role can acquire this Paragon Power. When activated the caster Encases a friendly target in Amber for 5 sec. While the amber holds the target is immune to all damage.

Calculate
– When Iyyokuk the Lucid enters the fight he perceives the general attributes of all players and notes the result of his calculations on each target.These calculations are noted with a shape, a color, and a number.Possible shapes are:- Mantid- Sword- Staff- Sonic Ring- AmberPossible colors are:- Red- Purple- Blue- Green- YellowPossible Numbers Range from 1 to 5.

Diminish
– Iyyokuk uses his command of the arcane to alter the victim's health by 34% of its current value. If the target is below 25% of their maximum health they will die instantly.

Insane Calculation: Fiery Edge
– Iyyokuk peers through the veil of his previous calculations and selects an initial target, then all other targets based on the initial target's criteria to spawn lines of fire between them. All targets and any victims caught in the lines between them suffer Fire damage every second. The damage decreases as the endpoints of the line get further away from one another.

In 10 Player Normal and Raid Finder Difficulties, Iyyokuk selects all targets that match one of the intial target's criteria.

In Flexible Raid Mode, Iyyokuk selects all targets that match either of one or two of the initial target's criteria.

In 25 Player Normal Difficulty, Iyyokuk selects all targets that match any of two of the initial target's three critera.

In 10 Player Heroic Difficulty, Iyyokuk selects all targets that match any of two of the initial target's three critera.

in 25 Player Heroic Difficulty, Iyyokuk selects all targets that match any of the initial target's three criteria.

In Heroic Difficulty, each target creates a line of fire between themselves and two other targets.

Ingenious
– Players of the healer role can acquire this Paragon Power. When activated the caster heals the initial target. The heal is then copied to other members of the raid.

In Normal and Raid Finder Difficulties the heal is copied to anyone that shares the race or class of the initial target.

In Heroic Difficulty the heal is copied to all other raid members who share the class of the initial target.

Flash
– Ka'roz charges around the raid toward random targets. All players caught in his path are afflicted by Whirling.

Whirling
– Player caught in Ka'roz's path as he Flashes around spin around and suffer 200000 Physical damage per second. Any other players caught in the vicinity of a Whirling victim also suffer this damage.

Hurl Amber
– Ka'roz will periodically jump up to one of the platforms located about the room and Hurl Amber down at his enemies. Wherever the amber lands a pool of Caustic Amber will form. Players that enter a pool of Caustic Amber will suffer 138750 to 161250 Nature damage every second they remain in the area.

In non-Heroic Difficulties, Ka'roz hurls three pieces of amber.

In Heroic Difficulty Ka'roz hurls four pieces of amber and the pool of Caustic Amber persists for the duration of the encounter.

Strong Legs
– Players of the damage dealer role can acquire this Paragon Power. When activated the player leaps to one of the platforms Ka'roz used to Hurl Amber from. If there is an amber at the platform the player leapt to they have the opportunity to throw the amber down to create an Amber Explosion for 300000 Nature damage to all enemies within 15 yards of the impact. If there is no amber at the platform or when the player successfully throws the amber they will jump back down automatically.

Hurled Amber will destroy the amber summoned by Korven to heal himself or his allies.

Hewn
– The attacks of Skeer the Bloodseeker leave the victim more susceptible to the meddling of Rik'kal the Dissector's attacks. The victim suffers 10% more damage per application from Rik'kal the Dissector.

Bloodletting
– Skeer swings his weapon in a mighty arc, inflicting Physical damage to the target and causing blood creatures to spawn around the room.Each blood moves to a Paragon and will heal that Paragon based on the remaining health of the blood.

In 10 Player Normal Difficulty 2 bloods are summoned.

In 25 Player Normal Difficulty 3 bloods are summoned.

In 10 Player Heroic Difficulty 3 bloods are summoned.

In 25 Player Heroic Difficulty 4 bloods are summoned.

In Raid Finder Difficulty 1 blood is summoned.

In Flexible Difficulty 2-3 bloods are summoned.

Bloodthirsty
– Players of the damage dealer role can acquire this Paragon Power. When activated all attacks over the next 10 sec have a chance to spawn blood orbs that persist for 30 sec. If any player walks through a blood orb they will heal for 10% of their maximum health.

Genetic Alteration
– Rik'kal's meddling with his victim's genetic makeup leaves them more susceptible to the attacks of Skeer the Bloodseeker. Victims suffer an additional 10% damage from Skeer the Bloodseeker for each application of Genetic Alteration.

Injection
– Rik'kal Injects his victim with a virus that inflicts 10000 Nature damage per second per application. When the virus expires, several Parasites will burst from the victim and attack players at random.Injection will not hit tanks that are actively trying to mitigate damage.

Amber Parasite
– Amber Parasites are Genetically Modified and fixate on a random player when they spawn. The Amber Parasite Feeds on the fixated target.

Genetic Modifications
– Rik'kal's Bioengineering abilities have given these parasites the ability to fully regenerate every 10 seconds.

Mutate: Amber Scorpion
– Rik'kal tosses a vial at a random player, causing them to mutate into an Amber Scorpion. While transformed, the victim suffers 50000 Nature damage per second and only has access to the abilities of an Amber Scorpion.Damage inflicted as an Amber Scorpion is based on the player's Attack Power, Ranged Attack Power, or Spell Power, whichever is largest.

Claw
– Amber Scorpions can lash out with one of their claws for 100% damage.

Swipe
– The Amber Scorpion sweeps both of its claws in front of it, inflicting 150% damage to all targets in the area. Targets currently under the effects of Sting suffer double damage.

Sting
– The Amber Scorpion Stings the target, causing it to suffer Nature damage every second.

Prey
– Mutated Scorpions can instantly kill an Amber Parasite with this ability.

In Heroic Difficulties mutated victims must use this ability or perish from Faulty Mutation.

Faulty Mutation
– In Heroic Difficulties, mutated victims suffer a Faulty Mutation. If the victim fails to Prey on an Amber Parasite before the Faulty Mutation expires they will perish.

Mad Scientist
– Players of any role can acquire this Paragon Power. When activated the caster mutates into a giant amber scorpion. Damage inflicted by the scorpion is based on the highest available attack or spell power of the caster. While mutated the caster suffers 50000 Physical damage per second from the shock. The mutation lasts for 30 sec.

Multi-Shot
– Hisek the Swarmkeeper fires a shot at several random players for Physical damage.

Rapid Fire
– Hisek fires several volleys in rapid succession, with each successive volley moving slightly faster than the previous one. Players caught in the path of the volleys suffer 285000 to 315000 Physical damage each second they are in the volley.

Aim
– Hisek the Swarmkeeper selects a player at random and stuns them for 5 sec. If the target is too close they will be knocked back until they are 45 yards from Hisek.After Hisek is finished aiming at the target he will Fire a beam of 1400000 Physical damage at all targets between him and the victim. Damage is shared between all targets equally and each target hit by the beam will create a field of Sonic Resonance at their location that inflicts 92500 to 107500 Physical damage to all targets within 0 yards of the victim.

Compound Eye
– Players of the damage dealer role can acquire this Paragon Power. When activated, the player fires a shot at the target that inflicts greater Physical damage the further away the target is. Successfully hitting the target afflicts it with Marked for Death, increasing its damage taken by 15% for 10 sec.

Blizzard

Garrosh, son of Grommash Hellscream, first learned of his father's heroism when Thrall encountered the young orc in Outland. The seeds of pride were planted. Garrosh spearheaded Horde victories in Northrend and, as Warchief, consolidated Horde power amidst the chaos of the Cataclysm. But his visions of orc supremacy by any means have brought the armies of the world crashing down upon Orgrimmar . . . a final reckoning that Garrosh himself awaits with brutal relish.

Ion Hazzikostas- Even though you fight him in his throne room beneath the city of Orgrimmar, far away from the verdant shores of Pandaria, Garrosh is still the ultimate villain of the Pandaria expansion, and we felt that it was important to forge a strong connection to the Pandaria story arc within the encounter itself. As Garrosh wields the power of Y’Shaarj—origin of all the sha—players must battle through some of the most memorable locations where the sha manifested in Pandaria. At the end, when his back is up against a wall and he is cornered in his own lair, Garrosh ends up facing the same sort of choice that once doomed his father.

Overview

At the beginning of the encounter Garrosh calls Kor'kron Warbringers and Far Seers to assault the players alongside him. Siege Engineers periodically join the battle and try to activate the Kor'kron Iron Stars on the sides of the room. Killing a Siege Engineer will prevent him from activating his Iron Star, but an active Iron Star will also crush any Kor'kron orcs in its path.When Garrosh reaches 10% health remaining, he will draw upon the power of Y'Shaarj to heal himself, gaining new abilities and no longer calling orc soldiers to his aid. During this phase, Garrosh will periodically pull all players into the Realm of Y'Shaarj, where they must battle their way through Sha minions to reach Garrosh and interrupt his efforts to draw more power from the heart. Every 25 energy Garrosh is allowed to gain will empower one of his abilities. Upon being reduced to 10% health a second time, Garrosh will fully drain the Heart of Y'Shaarj, granting him 100 energy and empowering all his abilities until he is defeated.

Garrosh, wielding his new weapon with his True Horde and siege machines at his disposal, brings his might to bear upon any intruders. The True Horde join the battle more frequently as the fight progresses. This phase will continue until Garrosh reaches 10% health remaining.

Siege Engineer
– The Siege Engineers enter from the side balcony and begin to power the Iron Star which will become active after 15 sec if the Siege Engineer is not killed.

Kor'kron Iron Star
– After becoming activated by the Siege Engineers the Iron Star will roll across the room, slamming into the opposite wall.

Iron Star Impact
– Inflicts massive damage to any players or Kor'kron that are caught in its path, knocking them back.

Exploding Iron Star
– The impact of the Iron Star causes it to explode, inflicting 1950000 to 2050000 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.

Periodically the call of Y'Shaarj will transport Garrosh and the players into the Realm of Y'Shaarj for 1 min. Garrosh will heal for 10% of his total health and begin to Absorb Energy from the Heart of Y'Shaarj until players have defeated all Minions of Y'Shaarj inside the realm and interrupt Garrosh.

Y'Shaarj's Protection
– Immune to damage. Defeating the Sha minions will dispel the protection. While under the protection of Y'Shaarj, Garrosh will absorb energy from the Heart.

Annihilate
– After Absorb Power is interrupted Garrosh will cast Annihilate, inflictsing 3500000 Shadow damage to enemies within 0 yards in front of Garrosh and 351000 to 369000 Shadow damage to all enemies in the Realm of Y'Shaarj.

Embodied Fear
– Found in the Terrace of Endless Spring. Once all Embodied Fear are defeated Y'Shaarj's Protection will fade from Garrosh.

Consumed Courage
– Causes Courage to spawn nearby when the Embodied Fear is defeated. Courage reduces damage taken by 50%.

Crushing Fear
– While in the Terrace of the Endless Spring, random enemies are targeted with Crushing Fear. Crushing Fear inflicts 390000 to 410000 Shadow damage and inflicts fear on enemies within 8 yards for 3 sec.

Embodied Doubt
– Found in the Temple of the Jade Serpent. Once all Embodied Doubt are defeated Y'Shaarj's Protection will fade from Garrosh.

Consumed Faith
– Causes Faith to spawn nearby when the Embodied Doubt is defeated. Faith reduces damage taken by 50%. This effect stacks.

Embodied Doubt
– Any Embodied Doubt in the Temple of the Jade Serpent will cast Embodied Doubt, inflicting 146250 to 153750 Shadow damage to all enemies within the realm of Y'Shaarj. Increases damage taken by Embodied Doubt by 25%. Stacks.

Embodied Despair
– Found in the Temple of the Red Crane. Once both Embodied Despair are defeated Y'Shaarj's Protection will fade from Garrosh.

Consumed Hope
– Causes Hope to spawn nearby when the Embodied Despair is defeated. Hope reduces damage taken by 50%.

Ultimate Despair
– Death of an Embodied Despair causes the other to cast Ultimate Despair. Inflicting 97500 to 102500 Shadow damage and increases damage taken by Ultimate Despair by 25%. Stacks.

Empowered Whirling Corruption
– At 25 Energy the Empowered Whirling Corruption will periodically fire a missile at a player inflicting 195000 to 205000 Shadow damage to enemies within 8 yards and creates a Minion of Y'Shaarj at the location.

Minion of Y'Shaarj
– A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full and increases max health by 200% and increases damage dealt by 200%. Stacks.

In Heroic Difficulty, each Minion of Y'Shaarj gains 10 energy when it deals melee damage. Upon reaching 100 energy, or when the Minion of Y'Shaarj dies, it casts Empowering Corruption.

Touch of Y'Shaarj
– Garrosh will afflict players with Touch of Y'Shaarj. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.When Garrosh reaches 50 Energy, Touch of Y'Shaarj becomes Empowered.

Empowered Touch of Y'Shaarj
– At 50 Energy, Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.

Upon reaching 10% health a second time, Garrosh will absorb the remaining power of Y'Shaarj, gaining full energy, healing and empowering all of his abilities.

Empowered Whirling Corruption
– Empowered Whirling Corruption will periodically fire a missile at a player, inflicting 195000 to 205000 Shadow damage to enemies within 8 yards and creating a Minion of Y'Shaarj at the location.

Minion of Y'Shaarj
– A minion of Y'Shaarj will cast Empowering Corruption when it is killed. Empowering Corruption heals nearby Minions of Y'Shaarj to full and increases max health by 200% and increases damage dealt by 200%. This effect stacks.

Empowered Touch of Y'Shaarj
– Garrosh will afflict players with Empowered Touch of Y'Shaarj, transforming them into a Sha that is immune to loss of control effects and has increased health. Touched players will try to spread the Touch of Y'Shaarj. Touch of Y'Shaarj is removed when the player is reduced to 20% of max health.

Empowered Desecrate
– Garrosh hurls the Empowered Desecrated Weapon at a random enemy, inflicting 146250 to 153750 Shadow damage to enemies within 15 yards and creates an Empowered Desecrated Weapon at the location which gains Power of Y'Shaarj, causing it to become indestructible and regain health over time.

Explosive Despair
– Inflicts Shadow damage equal to the value of Gripping Despair. Increases damage taken by Explosive Despair by 10% for each stack of Empowered Gripping Despair when it expired or was removed.

Blizzard

With the release of Patch 5.4: Siege of Orgrimmar, four wings of an expansive new raid will begin to open. The Normal and Heroic raid difficulties, Raid Finder wings, and the new-to-5.4 Flexible mode wings will each be available starting from different dates.

To access the new Raid Finder wings, you’ll need a minimum average Item Level (ilvl) of 496 or higher.

This is our current schedule based on the planned patch release date of September 10. If we determine any changes are needed, we’ll update this article.

Comments

Comment by tankform

Another item telling me to go to the black forest and that I will rest in Nya'lotha... hmm.. something tells me we're gonna meet N'Zoth and Queen Azshara in the next expansion "Dark Bellow".

Comment by MarcoLM

on 2013/10/15 13:13:27

Hell yeah. Another weapon which will whisper to you! That is big for those of us that wasn't that lucky to get Corrupted Ashbringer in Vanilia/TBC.I also agree with tankform. It's pointing with almost everything at N'Zoth and Queen Azshara.

Comment by Rankkor

on 2013/10/15 15:15:01

I think its very unfair that alliance players can now use classic pvp horde weapons for their transmog, but the same privilege isn't extended to us. For the same reasons, they have access to mounts that are unique to the horde (New Wolf model, as well as scorpion mount) but the same can't be said about us.

='(

Comment by ZeriusWolfhart

on 2013/10/15 16:00:02

I think its very unfair that alliance players can now use classic pvp horde weapons for their transmog, but the same privilege isn't extended to us. For the same reasons, they have access to mounts that are unique to the horde (New Wolf model, as well as scorpion mount) but the same can't be said about us.

='(

Well.. It is "Siege of Orgrimmar" for a reason. I'll be glad if getting horde unique items will finally stop the whole "Horde Get Everything." qq. Who knows, maybe we'll get the chance to see some Alliance flavored weapons in return.

Comment by Zothik

on 2013/10/16 07:37:36

Man, I am so tempted to go back to WoW again :) These new patches seem to bring a lot of new content and such ^^

Comment by PhantomScourge

on 2013/10/16 15:10:23

So when you kill Garrosh, who becomes the new warchief?

He takes an arrow to the knee from Vol'jin, right?

Comment by FireMan30000

on 2013/10/16 17:37:43

Oh snap, 90 to 100, new expansion. Plz make it Indian related and allow players to choose once again what side they want to join as an Elephant humanoid creature. And with that race, make a new class like pirate or buccaneer or something like that. That would be boss!

Comment by leaponover

on 2013/10/16 18:58:12

Is it my imagination or is there no intellect sword or dagger heirloom, but an intellect offhand....

Seems there is something missing. Why would they have an intellect offhand but only a int/spirit mace as the one handed weapon. There should be a intellect only 1h around too....

Comment by PhantomScourge

on 2013/10/17 17:17:10

Is it my imagination or is there no intellect sword or dagger heirloom, but an intellect offhand....

Seems there is something missing. Why would they have an intellect offhand but only a int/spirit mace as the one handed weapon. There should be a intellect only 1h around too....

What intellect class can't use the staff or the mace?

Comment by kreiyu

on 2013/10/18 04:11:18

Is it my imagination or is there no intellect sword or dagger heirloom, but an intellect offhand....

Seems there is something missing. Why would they have an intellect offhand but only a int/spirit mace as the one handed weapon. There should be a intellect only 1h around too....

What intellect class can't use the staff or the mace?

Warlocks and Mages can't use maces. He was pointing out there is no pure dps one-handed weapon for casters. While it could be used by a boomkin or shadow priest, the mace is obviously for a healer. All casters can use a staff, but that had nothing to do with his post for a one-hander.

Comment by Interest

on 2013/10/18 23:44:17

I think its very unfair that alliance players can now use classic pvp horde weapons for their transmog, but the same privilege isn't extended to us. For the same reasons, they have access to mounts that are unique to the horde (New Wolf model, as well as scorpion mount) but the same can't be said about us.

='(

No worries. We'll be able to beat up a bunch of Alliance in some raid sooner or later for those items.

Is it my imagination or is there no intellect sword or dagger heirloom, but an intellect offhand....

Seems there is something missing. Why would they have an intellect offhand but only a int/spirit mace as the one handed weapon. There should be a intellect only 1h around too....

What intellect class can't use the staff or the mace?

Warlocks and Mages can't use maces. He was pointing out there is no pure dps one-handed weapon for casters. While it could be used by a boomkin or shadow priest, the mace is obviously for a healer. All casters can use a staff, but that had nothing to do with his post for a one-hander.

Clearly we require a dagger.

Comment by spiny64

on 2013/10/20 17:41:40

Seriously.... Blizz should make something about the horrible second wing for LFR.. I know this is not the place but no clue where to post. That wing is stupidly long, and for some reason ppl are just too damn afraid of it that queues can take 1 hour + for just a tank while the other 24 wait... if it wasn't for that shamman fight trinket and the chance to get titan runes I would never ever return....

Comment by Esenamono

on 2013/10/21 14:01:26

Second wing is really long, blizz should make some changes imho

1

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